Files
FlaxEngine/Source/Shaders/Editor/LightmapUVsDensity.shader

121 lines
3.8 KiB
GLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#define MATERIAL 1
#define MATERIAL_TEXCOORDS 4
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4 LightmapArea;
float3 WorldInvScale;
float LightmapTexelsPerWorldUnit;
float3 Dummy0;
float LightmapSize;
META_CB_END
Texture2D GridTexture : register(t0);
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 LightmapUV : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
};
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 LightmapUV : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
};
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
localToWorld[0] *= WorldInvScale.x;
localToWorld[1] *= WorldInvScale.y;
localToWorld[2] *= WorldInvScale.z;
return localToWorld;
}
float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
{
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
return mul(tangentToLocal, localToWorld);
}
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS(ModelInput input)
{
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
float3x3 tangentToLocal = float3x3(tangent, bitangent, normal);
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
VertexOutput output;
output.WorldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
output.WorldNormal = tangentToWorld[2];
return output;
}
META_PS(true, FEATURE_LEVEL_ES2)
void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
{
// Inputs
float3 worldPosition = input.WorldPosition;
float minDensity = 0.0;
float bestDensity = 0.21;
float maxDensity = 0.82;
float texelScale = 1;
float2 lightmapUVs = input.LightmapUV * LightmapSize / LightmapTexelsPerWorldUnit;
// Calculate lightmap texels density
float worldArea = max(length(cross(ddx(worldPosition), ddy(worldPosition))), 0.0000001);
float2 a = ddx(lightmapUVs);
float2 b = ddy(lightmapUVs);
float2 c = a.xy * b.yx;
float lightmapArea = abs(c.x - c.y);
float density = lightmapArea / worldArea;
density = clamp(density, minDensity, maxDensity);
// Color based on lightmap texels density
float3 color;
float3 minColor = float3(235/255.0, 52/255.0, 67/255.0);
float3 bestColor = float3(51/255.0, 235/255.0, 70/255.0);
float3 maxColor = float3(52/255.0, 149/255.0, 235/255.0);
if (LightmapSize < 0.0f)
{
color = float3(52/255.0, 229/255.0, 235/255.0); // No lightmap
}
else if (density < bestDensity)
{
color = lerp(minColor, bestColor, (density - minDensity) / (bestDensity - minDensity));
}
else
{
color = lerp(bestColor, maxColor, (density - bestDensity) / (maxDensity - bestDensity));
}
// Apply grid color
color *= GridTexture.Sample(SamplerLinearWrap, input.LightmapUV / LightmapArea.zw * 10).g;
// Outputs
Light = float4(color, 0);
RT0 = float4(0, 0, 0, 0);
RT1 = float4(input.WorldNormal * 0.5 + 0.5, SHADING_MODEL_LIT * (1.0 / 3.0));
RT2 = float4(0.4, 0, 0.5, 0);
}